It's possible, I just found those sounds annoying too since they're sounds that play when you're in witcher senses and not at all dynamic to whatever you're actually hearing on screen. I made this 8 years ago in any case, I'm not gonna update it.
Thanks. As this directly mutes the sound this saved me the trouble of merging many conflicting scripts that relate to disabling the sound with other Witcher senses mods.
I'll try to make a soundbank, so far the way I did that before was to edit focus.ws but that causes enemy sound effects and what not to stop working when you're sensing. (like the rustling of bushes and stuff like that) if you still want to do it then
change this line in focus.ws
theSound.SoundEvent( 'expl_focus_start' );
to:
//theSound.SoundEvent( 'expl_focus_start' );
edit: I don't think I'll be able to do that. The audio file responsible for that loop effect get's extracted at a full 1kb when it's supposed to be something like 31kb. I can repack it if I don't edit it, but the second I do it doesn't work.
In the Old Versions of Instant Witcher Senses and No Glow For Witcher Senses there's a version called Quiet, that does what you want, but there's still the tradeoff of other sounds not working, you could try one of those out.
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That f*#@ing clicking/birdy noise was driving me crazy. Thank you so much.
Thank you...
Is there any wa yto completely disable to muffled sound effect when using the sense?
change this line in focus.ws
theSound.SoundEvent( 'expl_focus_start' );
to:
//theSound.SoundEvent( 'expl_focus_start' );
edit: I don't think I'll be able to do that. The audio file responsible for that loop effect get's extracted at a full 1kb when it's supposed to be something like 31kb. I can repack it if I don't edit it, but the second I do it doesn't work.
In the Old Versions of Instant Witcher Senses and No Glow For Witcher Senses there's a version called Quiet, that does what you want, but there's still the tradeoff of other sounds not working, you could try one of those out.